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 X-Force - Fight For Destiny - Forum —› English - gamesets —› Stargate mod

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Autor Mitteilung
verfasst am: 31.07.2010, 06:21
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
Hey guys, ive been following this game for a while and I really like it. Ive decided to create my own gameset based on the stargate series, but im having some troubles. when i try to start a new game i get an error message right after i select my base location. "Nicht genug platz in der basis" i used a free translator on it and ive gotten something like "not enough burst in base". Im completely confused by this, can anyone help?
verfasst am: 31.07.2010, 08:29
Registrierdatum: 22.08.2008, 15:51

 Beiträge: 403
Zitat: blad3mastr
"Nicht genug platz in der basis"

It means "not enough space in base" and normally this error occurs when you don't have enough quarters in your base for your scientist, mechanics and soldiers. Good luck with your gameset!
verfasst am: 31.07.2010, 17:33
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
oh ok, thanks a bunch. I dont think ill use that translator anymore lol
verfasst am: 31.07.2010, 17:41
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
Well i adjusted the buildings and the starting supplies and im still getting the error, any ideas as far as why?
verfasst am: 31.07.2010, 19:39
Programming

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Greetings
Please try to set all quantites to zero (Alphatron amount, numbers of personell, starting items, buildings count) and then, if all fine , one by one raise it (first buildings, then other). Most probarity, that too many buildings or they are too large. If i remember right, personal/free room and items/free storage shall be checked during saving in edit.exe. Sorry, cant say sure.
PS What version and language You using?
Good luck.
Best regards.
verfasst am: 31.07.2010, 22:04
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
ok i got it to work. thanks guys, i seriously underestimated how big my hangars were lol. im running version 915b4 in english.
verfasst am: 02.08.2010, 18:07
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
Ok, ive prepared the 1st release. Keep in mind that this is very early in its development. So far, Ive added f-302s, the X-303 Prometheus, and the Bc-304 Daedalus. Enemies in the game include the Goa'uld, Hataks, Alkesh, Death Gliders, the Apophis mothership, 2 Anubis Ships, and 2 Ships for the replicators. i have yet to do any balancing of any kind yet so dont be surprised if you become extremely powerful in the game.

Stargate Alpha V0.01 http://www.mediafire.com/?3mk4omia8dovdct

Let me know what you all think.
verfasst am: 02.08.2010, 19:59
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
oh by the way, i forgot to mention that it will take atleast 60 days to see all the ships. and none of the UFOpedia entries are finished
verfasst am: 02.08.2010, 23:59
Grafiker

Registrierdatum: 24.11.2006, 14:22

 Beiträge: 568
Hi blad3mastr, thanks for the gameset! I got it now, and in the netxt few days I'll keep an eye on it.
verfasst am: 04.08.2010, 02:01 · Edited by: fox_1
Grafiker

Registrierdatum: 24.11.2006, 14:22

 Beiträge: 568
Hi Blad3mastr, i have tried your new Gameset.
Well, an image(her a sugestion from me: 0002430 ) and some information's from the author would be great. But for a version 0.01 you have done a great job!!! :D
Right at the start I had to fight against 3x 'Replicator Corvette' and just one of them, destroyed my Alphatron mine, all my F-22's and attacked my Base... well the Base got him down, but trying to send my soldiers to kill the crashed aliens the entire Game stopped, and crashed down(well not exactly the same way like the 'Replicator Corvette' ;-) I think there is a problem with the Map-name you used... :(
So, at the End, I think I lost before the End of my First Day … ;-)

Edit: it worked fine(exept the Maps) under the V0.917, thats the version i used ;-)
verfasst am: 04.08.2010, 17:34
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
Hey thanks for the suggestions, the replicators were a late addition so i might have forgotten to adjust their timing >.< the current version should have that fixed but ill double check. The reason your game crashed was probably that ive built the mod under V0.915B04. At the time i figured that most people would still be running that version because 917 is still a little unstable in some places. Also, thanks for the images, Ill use them right away. :)
verfasst am: 04.08.2010, 17:56
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
This is the current version, it adds a few technologies and a new ship, plus some new enemies. Most of it though, is an updat to some of the UFOpedia files.

Stargate V0.016 http://www.mediafire.com/?466ggqq2xay9ywn
verfasst am: 04.08.2010, 23:46
Grafiker

Registrierdatum: 24.11.2006, 14:22

 Beiträge: 568
Hi again. I tried your Game-set this time with the 0.915Beta4 version and all the missions worked very well. So, no chrashes. In the UFOpedia I just saw the description of the M4, in the beginning, and the 'Naquadah'-technologies after researching them. The Death Glider was a good enemy for my F22's. I shoot two of them down and hunted the pilots with my soldiers. But at 17hs on the first day one 'Assault Block' was detected and wiped all my F22's out. He did not attack my base, but also the base couldn't do any harm to him. He heal to fast...
At the end of the first day I had 3 of them flying around my globe. Also I got the new Airplane(at the first day?!?) but the construction would take 5 days, and so I gave up again, but this time at the beginning of the second Day!!! :D
Well for now: Exelent Job! I was surprised and very happy to see the Images. I also reed the new Information from you(Author) and thank you for mentioning me there!

This new version is great! But I still have some sugestions ;-)
-All the weapons you have at the beginning need at least 40 Intelligence – that's too height for standard weapons, because many of my soldiers can only use grenades, the belt and the armor Oo
-The F22 has a bigger sight than the 'Blue Eye radar plane', why? I would invert that...
-Without construction plans it is not possible to produce any weapons or ammunition, so the only thing the workshops can produce are belts, engines and the 'Gatling Gun'. Maybe you want it so, than it's OK.
-The researches are to fast! A new Airplane at the first day?!? In other Game-sets it took months to get a new one... Well, it still is a kind of a light at the end of the tunnel if you're facing Assault Blocks.

If you need help, I can offer some descriptions and images, if you want...
verfasst am: 05.08.2010, 17:43
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
Hey fox, thanks for your suggestions. it seems i misses the assault block start day, oops. That is fixed now. Also, you did provide me with some pictures to use with the mod, so its only fair that you get recognition for it. In the beginning of the game your engineers are gonna be mostly idle, until you research some of the new equipment. Then they will have their hands full for a while. I would certainly welcome any help you can provide, ill gladly use any images or desriptions you can provide, but my main concern is for X-skripts, i have no idea how to read and write them. Finally, ill be uploading the fixed version in a little bit, it would be nice if some1 can make it later in the game so i can balance more things out some.
verfasst am: 05.08.2010, 17:54
Spielsatz Alliances

Registrierdatum: 14.07.2004, 14:47

 Beiträge: 1185
Zitat: blad3mastr
my main concern is for X-skripts, i have no idea how to read and write them.

It is fully possible to make a great gameset without scripts. Given that most gamesets today are scripted one way or the other (Invasion of Angels not much, but still a bit), it would actually cover a niche ;-)

I'll try the next version out, hoefully the start dates are all correct by then ^^
verfasst am: 05.08.2010, 18:03
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
http://www.mediafire.com/?vmwavlvyu5xvmog

My computer froze during my 1st attempt to update the mod so not everything i wanted to be done has been, the start dates are fixed, as are the sensor ranges and the intelligence for weapons. By the way, is there a way to conrtol how many soldiers or scientist are available throughout the game?
verfasst am: 06.08.2010, 00:19
Grafiker

Registrierdatum: 24.11.2006, 14:22

 Beiträge: 568
Hi blad3mastr, its me again.
I tested your gameset again, and played more than a weak in gametime. Realy great!
0002430 Here I added some more descriptions and copied the english names to the german once, so if some of the german Players forgott to change the language, he can still se a bit more than just 'unnamed' ;-)
Realy good work! I saw all you descriptions and have to admitt, they are all so better than mine... I alway wrote something more general.
Oh, and I added a research description for almost everything. Just a few words like: "we need to learn more about technology XY to create XYZ"
verfasst am: 06.08.2010, 14:29
Programming

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Greetings
@blad3mastr
Yes, it is possible to control jobmarket via X-Script (that based on Pascal). Sorry, cant now post workable script. May be after 12.08 ...
Shortly You can disable auto unit generation (separate global variables for soldiers, scientists and technicians) and then by event add them to jobmarket or directly hire (jobmarket_api).
And i'm not yet able to take look at You mod.
Sorry.
Best regards.
verfasst am: 08.08.2010, 18:38 · Edited by: sujin
Spielsatz Alliances

Registrierdatum: 14.07.2004, 14:47

 Beiträge: 1185
Here's my report. Contains some spoilers, so better don't read it if you didn't play to the 7th week and plan to do so without spoilers.

---------------------------------------------------------------------- ----------

Current date is 20th February (7th week). 99% of the time, neither engineers nor scientists has anything to do - the latter discovered everything as soon as they could (i.e. near-instant) and the former built the latest stuff en masse quite fast, too.
Conclusion: You REALLY need to turn the research costs up. And add more research asap.

The soldiers had exactly 50 missions overall, only two of which were dangerous enough to *nearly* kill one soldier. And I'm not very good at ground battles. Pilots and Militia never were much of a challenge, and since I use the M4 with Naquadah ammo, any soldier can kill two or three of them in a row with one shot :D Soldiers are tougher, but if one of my guys sees one of them first, they're dead after 2 or 3 shots. The other way and mine takes decent damage but survives. I only met one 1st Prime and I caught him kinda off guard (veteran reacted when he walked in) so he died quickly. I figure that kind could be really nasty if he appeared in large numbers. Talking of nasties... the Goa'uld Underlords are the only aliens that can't be brought down by one man in one turn. Doesn't sound too bad, but I was so used to it one soldier had to end his turn right next to one of these guys. Luckily, he survived, but it was really close. But even they aren't a real threat unless they have the element of surprise.
Conclusion: Get tougher aliens, or more importantly, get them some weapons that can actually kill my soldiers ;-) And the M4 is a really powerful weapon, too powerful for the early stages of the game imho.

I didn't count how many UFOs were shot down, but I didn't lose a single aircraft. By the time the X-302s were completed, they were overpowered. They stayed intouchable for quite a while. If I remember correctly, even Hataks were possible (though it was close). But shortly after the first Hatak appeared, I already got the Prometheus. So everything way cool again. And later, there was the Daedalus... which totally pwnz every single UFO out there. Well, Apophis' Motherships drain all the shield (basic asgard one) and but does at most 40% HP damage, if they're really lucky. I spoilerd via gameset edit, seems like there's only one UFO that's even tougher, and since it first appears at day 60, I won't wait for it.
Conclusion: New aircrafts need to appear much later, at least a week each, in some cases up to three or four weeks?
verfasst am: 09.08.2010, 17:08
Registrierdatum: 31.07.2010, 06:10

 Beiträge: 16
Thanks for the information. Sujin, are your playing under "normal" difficulty? It should take around a day for each technology, that said, there hasnt been much balancing done so things would be uneven like that. Thanks again for the report.

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